;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build StarGates (airbase).
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of Recreation Halls.
^Increases the effect of Gymnasiums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free advance for first power to discover.
^Decreases the effect of Kelnarym Halls.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make orbital assaults.
^Cloaking ability.
^Can attack air superiority craft.
^May be lost away from planets.
^Bypasses Defense Perimeter.
^Can carry friendly air units.
^Can make ring transport assaults.
^Treats all squares as transport conduits.
^Defense +50% versus units with a movement factor of 2.
^Only Replicators can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot cloaked units in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the base and decreases 
it in all nearby planets for non-human races.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of a base's supplies are depleted when
base increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented personel are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases budget allocation by 50%.

@;Library
@PEDIAIMPROVE6
Increases scientific output by 50%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%. Makes base more resistant
to infiltration by enemy subversion units.  

@;City Walls
@PEDIAIMPROVE8
Units in base are tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Allows base to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases budget allocation by an
additional 50% (cumulative w/ Annual Budget).

@;Cathedral
@PEDIAIMPROVE11
Makes three or four unhappy personel content.

@;University
@PEDIAIMPROVE12
Increases scientific output by an additional
50% (cumulative w/ Mainframe).

@;Mass Transit
@PEDIAIMPROVE13
Not used

@;Colosseum
@PEDIAIMPROVE14
Three or four unhappy personel are made content.

@;Factory
@PEDIAIMPROVE15
Increases base production capacity by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases base production capacity by 50%
(cumulative w/ Engineering Bay).

@;SDI Defense
@PEDIAIMPROVE17
Not used

@;Recycling Center
@PEDIAIMPROVE18
Useless Improvement which you can sell if
you ever come across it.

@;Power Plant
@PEDIAIMPROVE19
Increases base production capacity by 50%
(Power Plant)

@;Hydro Plant
@PEDIAIMPROVE20
Increases base production capacity by 50%
(Hydro Plant)

@;Nuclear Plant
@PEDIAIMPROVE21
Increases base production capacity by 50%
(Nuclear Plant)

@;Stock Exchange
@PEDIAIMPROVE22
Increases budget allocation by an
additional 50% (cumulative w/ everything else).

@;Sewer System
@PEDIAIMPROVE23
Allows base to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the double energy conduits to produce 50% more supplies.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with transport 
conduits produce 50% more budget.

@;Research Lab
@PEDIAIMPROVE26
Increases scientific output by an additional
50% (cumulative w/ Mainframe and R+D Lab).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in base are doubled on defense against
aerial attacks.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in base are doubled on defense against
orbital bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases production output by 50% (Solar Plant).

@;Harbor
@PEDIAIMPROVE30
All open space squares in the base's radius
produce one extra unit of supplies.

@;Offshore Platform
@PEDIAIMPROVE31
All open space squares in the base's radius
produce one extra unit of production.

@;Airport
@PEDIAIMPROVE32
Allows Replicators to transfer their workload
to hives on other planets.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from base by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran space units.
Any ship spending its entire turn in orbit is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Stores production as reserves to be used in the future.

@;Pyramids
@PEDIAIMPROVE39
Counts as Hydroponic Bays in every one of your bases.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy citizen in every base.

@;Colossus
@PEDIAIMPROVE41
City produces one extra budget "cross" in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
All hyper-drive equipped ship have their movement rate 
increased by one. Also, all new ships you produce receive 
veteran status.

@;Great Library
@PEDIAIMPROVE43
Not Used

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your Recreation Halls.

@;Great Wall
@PEDIAIMPROVE45
Not Used

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the base's radius produces an extra
resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
Not Used

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Increases happiness in each of your bases by three or four.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases science output of base by 50%.

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all hyper-drive equipped ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in base are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent upgraded unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Decreases unhappy citizens on same planet by 2 per base.

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of base.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Pays the maintenance for all base improvements which
ordinarily cost 1 resource unit per turn.   

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free technology discoveries.

@;The Statue of Liberty
@PEDIAIMPROVE58
Not Used

@;The Eiffel Tower
@PEDIAIMPROVE59
Makes computer controlled races like you gradually.

@;Hoover Dam
@PEDIAIMPROVE61
Provides 50% extra production to every base.

@;Women's Suffrage
@PEDIAIMPROVE60
Decreases unhappiness caused by troops away from base by 1.

@;Manhattan Project
@PEDIAIMPROVE62
Not Used

@;United Nations
@PEDIAIMPROVE63
Constant updates on developments of the other races.  

@;Apollo Program
@PEDIAIMPROVE64
Not Used.

@;SETI Program
@PEDIAIMPROVE65
Counts as a research facility on every planet; 
effectively doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
One extra happy citizen in each Base.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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